How did recharge work?

Shroomy said:
I have a question about the recharge mechanic and I'm terrible at anything more than simple arithmetic (plus its getting late!), so I'm turning to the board. In 3.5e, a dragon can breath once every 1d4 rounds, while in 4e, a dragon (at least a black dragon) can breath again if the DM rolls a 5 or 6. It seems that a 3.5e dragon has a 25% chance to breath again next round, while its 4e counterpart has a 33% chance. How does this disparity work itself out over time?
So for 3e: each round has 25% for 4 rounds and is a flat distribution.. So the cumulative chance is 25, 50, 75, 100.

For 4e: each round has a 33% chance, but the distribution is not flat (I forget what the distribution is called). The cumulative chance is 33, 55, 70, 80, 87, ... The formula for cumulative chance that the breath weapon has recharged is 1-(2/3)^n where n is the number of rounds.
 

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Actually, I'm feeling like "Recharge" is a terrible word, as it implies that the DM has to do a ton of book-keeping. For instance, I'm preparing to play the Raiders of Oakhurst, and the Young Black Dragon has a Breath Weapon (recharge 5, 6) and a Cloud of Darkness (recharge 3, 4, 5, 6).

So, if I take the word "recharge" literally, then I should mark that the Dragon hasn't used either of those Powers yet at the beginning of the Encounter. As she uses them, I tick them off. At the beginning of her turn, I roll a d6, and if I hit the recharge number on one of her powers, it becomes available again, so I mark it that way.

However, I think there's an opportunity for me to avoid all that book-keeping - I just roll a d6, and look at all of her Powers - the score matches, that Power is available for her this turn. It's a use-it-or-lose-it opportunity for her.

The first way feels very much like 3E to me, but it implies just as much book-keeping. The second way feels, maybe less "simulationist" I guess is the word I'd have to say, but then there's basically no book-keeping!

I think I'm going to play it the second way, and hope it doesn't diminish the play for the Adventure, or for the Players. 'Cause it's sure as hell easier on the DM.

If I roll a 4, she can do Cloud of Darkness that turn. If I roll a 5, she can do Cloud of Darkness or use her Breath Weapon. Very, very easy.
 
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MattCruikshank said:
Actually, I'm feeling like "Recharge" is a terrible word, as it implies that the DM has to do a ton of book-keeping. For instance, I'm preparing to play the Raiders of Oakhurst, and the Young Black Dragon has a Breath Weapon (recharge 5, 6) and a Cloud of Darkness (recharge 3, 4, 5, 6).

So, if I take the word "recharge" literally, then I should mark that the Dragon hasn't used either of those Powers yet at the beginning of the Encounter. As she uses them, I tick them off. At the beginning of her turn, I roll a d6, and if I hit the recharge number on one of her powers, it becomes available again, so I mark it that way.

However, I think there's an opportunity for me to avoid all that book-keeping - I just roll a d6, and look at all of her Powers - the score matches, that Power is available for her this turn. It's a use-it-or-lose-it opportunity for her.

The first way feels very much like 3E to me, but it implies just as much book-keeping. The second way feels, maybe less "simulationist" I guess is the word I'd have to say, but then there's basically no book-keeping!

I think I'm going to play it the second way, and hope it doesn't diminish the play for the Adventure, or for the Players. 'Cause it's sure as hell easier on the DM.

If I roll a 4, she can do Cloud of Darkness that turn. If I roll a 5, she can do Cloud of Darkness or use her Breath Weapon. Very, very easy.

It does have the potential to weaken monsters quite a bit though by not letting it start out with it's big special attacks (and some monsters might never be able to use their big attacks). And some monsters have recharge conditions other then a die roll, such as being able to use the power at the start of the fight and then having it recharge when they are bloodied.

Overall I wouldn't think youd' need to write anything down when your only running a single monster such as the black dragon, you should be able to remember what abilities he's used at which ones he hasn't. Might become more confusing though if your running say 5 hobgoblin warcasters though...although the moral of the story might be DON"T run 5 hobgoblin warcasters.
 

MattCruikshank said:
However, I think there's an opportunity for me to avoid all that book-keeping - I just roll a d6, and look at all of her Powers - the score matches, that Power is available for her this turn. It's a use-it-or-lose-it opportunity for her.

Could lead to quite comic effects when dragon tries to breath fire to impress the party and makes 'cough, cough, excuse me' and then tries again... and again... and then 'What about Cloud of Darkness, it will still put you in awe, won't it?'.

4th edition is not really about less bookkeeping. It still has hp which you have to add up for every petty monster (except for super cool low level minions). It has a plethora of effects you have to remember to save against every round. What has changed in 4th edition is that all those effects are stateless - you don't have to keep track of durations. No more 'dazed for 5 rounds', it will be 'dazed until save'. It doesn't matter if you are already dazed for 10 rounds, or just got it last round - effect works the same.

Same goes for encounter abilities/recharges. You need small check box on the monster stat card marked with pencil and you erase it on recharge. Important thing is that you don't have to keep track of "7 rounds till monster can use this ability again" - which is a real saving in 4th edition compared to previous ones.

Unless we are completely mistaken and your roll recharge only after using ability and if you fail, bad luck, it is gone for encounter, if it succeeds, then you just don't use up ability.
 

MattCruikshank said:
However, I think there's an opportunity for me to avoid all that book-keeping - I just roll a d6, and look at all of her Powers - the score matches, that Power is available for her this turn. It's a use-it-or-lose-it opportunity for her.

IMO they should have gone this route regarding PC x encounter powers too. For example when in melee a fighter may opt to roll for his special melee x encounter power to see if the power he wants to use is available.

A dice roll chart could be like 1 unavailable, 2 available at -2 penalty, 3 at -1, 4 normal power, 5 +1, 6 +2.

And an Optional Rule: Opponent feints could be used to reverse the modifier one gets. For this reason one may opt to lower the efficiency of his roll -for example even if he rolls a 6 he may choose to go with 4.
 

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